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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
181 lines
3.5 KiB
Text
181 lines
3.5 KiB
Text
//===========================================================================
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//
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// Arch Vile
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//
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//===========================================================================
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class Archvile : Actor
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{
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Default
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{
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Health 700;
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Radius 20;
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Height 56;
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Mass 500;
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Speed 15;
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PainChance 10;
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Monster;
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MaxTargetRange 896;
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+QUICKTORETALIATE
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+FLOORCLIP
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+NOTARGET
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SeeSound "vile/sight";
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PainSound "vile/pain";
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DeathSound "vile/death";
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ActiveSound "vile/active";
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MeleeSound "vile/stop";
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Obituary "$OB_VILE";
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}
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States
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{
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Spawn:
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VILE AB 10 A_Look;
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Loop;
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See:
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VILE AABBCCDDEEFF 2 A_VileChase;
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Loop;
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Missile:
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VILE G 0 BRIGHT A_VileStart;
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VILE G 10 BRIGHT A_FaceTarget;
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VILE H 8 BRIGHT A_VileTarget;
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VILE IJKLMN 8 BRIGHT A_FaceTarget;
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VILE O 8 BRIGHT A_VileAttack;
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VILE P 20 BRIGHT;
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Goto See;
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Heal:
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VILE [\] 10 BRIGHT;
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Goto See;
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Pain:
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VILE Q 5;
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VILE Q 5 A_Pain;
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Goto See;
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Death:
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VILE Q 7;
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VILE R 7 A_Scream;
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VILE S 7 A_NoBlocking;
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VILE TUVWXY 7;
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VILE Z -1;
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Stop;
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}
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}
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//===========================================================================
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//
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// Arch Vile Fire
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//
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//===========================================================================
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class ArchvileFire : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Add";
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Alpha 1;
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}
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States
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{
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Spawn:
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FIRE A 2 BRIGHT A_StartFire;
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FIRE BAB 2 BRIGHT A_Fire;
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FIRE C 2 BRIGHT A_FireCrackle;
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FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire;
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FIRE E 2 BRIGHT A_FireCrackle;
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FIRE FEFEFGHGHGH 2 BRIGHT A_Fire;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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// A_VileAttack flags
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//#define VAF_DMGTYPEAPPLYTODIRECT 1
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extend class Actor
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{
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void A_VileStart()
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{
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A_PlaySound ("vile/start", CHAN_VOICE);
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}
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//
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// A_VileTarget
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// Spawn the hellfire
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//
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void A_VileTarget(class<Actor> fire = "ArchvileFire")
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{
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if (target)
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{
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A_FaceTarget ();
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Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
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if (fog != null)
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{
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tracer = fog;
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fog.target = self;
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fog.tracer = self.target;
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fog.A_Fire(0);
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}
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}
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}
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void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
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{
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Actor targ = target;
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if (targ)
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{
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A_FaceTarget();
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if (!CheckSight(targ, 0)) return;
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A_PlaySound(snd, CHAN_WEAPON);
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int newdam = targ.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
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TraceBleed (newdam > 0 ? newdam : initialdmg, targ);
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Actor fire = tracer;
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if (fire)
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{
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// move the fire between the vile and the player
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fire.SetOrigin(targ.Vec3Angle(-24., angle, 0), true);
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fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
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}
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if (!targ.bDontThrust)
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{
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targ.Vel.z = thrust * 1000 / max(1, targ.Mass);
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}
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}
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}
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void A_StartFire()
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{
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A_PlaySound ("vile/firestrt", CHAN_BODY);
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A_Fire();
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}
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//
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// A_Fire
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// Keep fire in front of player unless out of sight
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//
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void A_Fire(double spawnheight = 0)
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{
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Actor dest = tracer;
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if (!dest || !target) return;
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// don't move it if the vile lost sight
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if (!target.CheckSight (dest, 0) ) return;
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SetOrigin(dest.Vec3Angle(24, dest.angle, height), true);
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}
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void A_FireCrackle()
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{
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A_PlaySound ("vile/firecrkl", CHAN_BODY);
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A_Fire();
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}
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}
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